The Prince's Folly Condition in The World of Inspyra | World Anvil
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The Prince's Folly

In world created by Hyrsam the Prince of Fools there is of course going to be some mischief and playful Fey magic around the world. The Prince's Folly is a condition one gets by spending too much time in one of the many Fey Forests spread across Inspyra. The problem is no one knows what will happen and for how long. When someone is infected with Prince's Folly they are subjected to the randomness of Wild Magic and its length depends on how long someone is in the Fey Forest and how much particles they ingest. Sometimes you can turn into a potted plant or maybe a newt, but you get better... usually.

Transmission & Vectors

The transmission of this comes from the wild magic particles in the air. If someone breathes in or ingests a large enough amount of these particles they can contract the Prince's Folly and suffer its random effects. If someone who is infected they could possibly spread it to other by sneezing or coughing or other exchanges of bodily fluids.

Causes

The random magical effects are caused as the Wild Magic Particles start to combined or infused within the blood stream of the infected it reacts with the body and creates excess amount of Magic. This Magic combines in a random way to each person and when it forces its way out of the person a random magical effect is caused. If too much is ingest it could lead to catastrophic magical outbursts.

Symptoms

The symptoms consist of but not limited it:
  • Fever
  • Fatigue
  • Uncontrollable Sneezing
  • Sweeting
  • Farting Sparkles
  • Expulsion of random magic
  • Going into a Rage

Treatment

Treatment is rather simple. An infected person needs to wait it out, eventually the effects will fade away and they will stop and everything will go back to normal.   If you have the gold you can also pay a Priest of Hyrsam to cast Greater Restoration to take away the Wild Magic Particles         *Note sometimes magical effects are permanent such as but not limited to wings, blindness, and others

Prognosis

For the most part this disease is not deadly to the infected and is actually seen as a sign of good luck or being blessed. Although, death has been documented it is very slim chance.

Sequela

Random magical effects happen to the infected.   Wild Magic Surge d100   Effect   01–02   Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.   03–04   For the next minute, you can see any invisible creature if you have line of sight to it.   05–06   A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.   07–08   You cast fireball as a 3rd-level spell centered on yourself.   09–10   You cast magic missile as a 5th-level spell.   11–12   Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.   13–14   You cast confusion centered on yourself.   15–16   For the next minute, you regain 5 hit points at the start of each of your turns.   17–18   You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.   19–20   You cast grease centered on yourself.   21–22   Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.   23–24   Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.   25–26   An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.   27–28   For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.   29–30   You teleport up to 60 feet to an unoccupied space of your choice that you can see.   31–32   You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.   33–34   Maximize the damage of the next damaging spell you cast within the next minute.   35–36   Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.   37–38   1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.   39–40   You regain 2d10 hit points.   41–42   You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.   43–44   For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.   45–46   You cast levitate on yourself.   47–48   A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.   49–50   You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.   51–52   A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.   53–54   You are immune to being intoxicated by alcohol for the next 5d6 days.   55–56   Your hair falls out but grows back within 24 hours.   57–58   For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.   59–60   You regain your lowest-level expended spell slot.   61–62   For the next minute, you must shout when you speak.   63–64   You cast fog cloud centered on yourself.   65–66   Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.   67–68   You are frightened by the nearest creature until the end of your next turn.   69–70   Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.   71–72   You gain resistance to all damage for the next minute.   73–74   A random creature within 60 feet of you becomes poisoned for 1d4 hours.   75–76   You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.   77–78   You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.   79–80   Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.   81–82   You can take one additional action immediately.   83–84   Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.   85–86   You cast mirror image.   87–88   You cast fly on a random creature within 60 feet of you.   89–90   You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.   91–92   If you die within the next minute, you immediately come back to life as if by the reincarnate spell.   93–94   Your size increases by one size category for the next minute.   95–96   You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.   97–98   You are surrounded by faint, ethereal music for the next minute.   99–00   You regain all expended sorcery points.   *Above table is from WoTC DnD 5e and not an original creation

Affected Groups

Every group can be affected, except those who spend the majority of their life in a Fey Forest like Satyrs and other creatures.

Hosts & Carriers

Those who have been in a Fey Forest are the hosts and carriers. Those who are immuned to the effects can transfer it to those outside the forest, but that is rare.

Prevention

To prevent contracting Prince's Folly you should avoid going into an Fey Forest and not get close to anyone who has.

Epidemiology

It does not spread easily as the particles eventually become too thinned out to be of any harm. It really only spreads in the forests rapidly, but for those who permanently live there they are immune.

Cultural Reception

It is a sign of being blessed by Hyrsam. For those who do die from the affects are considered to be terribly unlucky.
Type
Magical
Origin
Magical
Cycle
Short-term
Rarity
Uncommon

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Comments

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Aug 16, 2020 21:50 by Laurabones

This was wonderfully whimsical and i like the effort you put into the roll table. Also, "farting sparkles" lol